Divinity: Original Sin 2

Divinity: Original Sin 2

Adventure Port Hub - Mystics
28 Comments
retrotie  [author] 26 Sep, 2024 @ 5:29am 
Odin shouldn't really matter. The story mods are for the story, I do very little with classes except to add a few.
ChucSon 15 Sep, 2024 @ 7:04pm 
so this should be after the pyramid and before the odin to make all of them take effect ?
retrotie  [author] 15 Sep, 2024 @ 7:02pm 
yes, sorry, I know it is after in the mod list on that description but I am pretty sure you should load this mod after that one because of something I ended up having to override some things in the POS mod. I never notated the site.
In my last saved load order I put M1_Hub_Con almost last on the list. Not sure it matters for Odin and other class mods. I don't touch vanilla skills, only added a few things here and there.
ChucSon 15 Sep, 2024 @ 6:49pm 
but in that load order is after, and what about the other optional class mod, like odinblade and duelist mod ?
retrotie  [author] 15 Sep, 2024 @ 6:46pm 
There is a load order on Mystics
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1551654175

It has been a long time since I looked at this however, I would say, the optional mod "Adventure Port Hub - Pyramid of Shadows" probably should be before this mod in load order.
ChucSon 14 Sep, 2024 @ 9:35am 
load order for this and Adventure Port Hub - Pyramid of Shadows if i use both mystic and pyramid ?
Dęąth Viper 26 Jul, 2024 @ 1:57am 
Got it thanks!
retrotie  [author] 23 Jul, 2024 @ 11:24am 
If you are talking about a GM story, this is not for GM mode.
Story mode means you are building a story mod which is not GM. It is a standalone story.

This is not needed or available for GM mode.

If you have created a story mod, you can look at adventure port hub mod for the modders instructions. This is connected to that. The link is in the dependency of this mod.
Dęąth Viper 23 Jul, 2024 @ 11:20am 
I get that. How do I implement it into a custom story?
retrotie  [author] 22 Jul, 2024 @ 11:28am 
Port hub is a small mod to connect story mods to the main campaign. This is unnecessary for GM mode.
Dęąth Viper 21 Jul, 2024 @ 5:05pm 
Hello! I am currently making a cool few GM maps Id like to add to the port hub. Could someone please explain how do I do this? They are arena type / monster hunter type quests / maps
retrotie  [author] 24 Jun, 2024 @ 3:59pm 
Update:
Removed the force stat update that relevels the character back to original. A player can now go back and forth between Ft Joy and Riverrun and retain the level gains.
retrotie  [author] 23 Jun, 2024 @ 5:17pm 
Update:
Some code clean up.
retrotie  [author] 30 Jul, 2023 @ 9:11pm 
Update:
Removed the Cloisterwood dependency from the story mods and added the Orc race. See description on the Mystics Mods.
retrotie  [author] 3 Mar, 2023 @ 3:58pm 
Update:
Bug fix
retrotie  [author] 26 Jan, 2023 @ 6:40pm 
Update:
Improved transition from Mystics to Reaper's Coast.
retrotie  [author] 30 Nov, 2022 @ 7:50pm 
Update:
More class mod compatibility.
retrotie  [author] 30 Oct, 2022 @ 4:11pm 
Update:
Removing a couple of dependencies.
retrotie  [author] 10 Oct, 2022 @ 1:42pm 
Update:
Treasure Table Update.
retrotie  [author] 29 Sep, 2022 @ 8:21pm 
Update:
Bug Fix for portal not opening for multiple party members.
retrotie  [author] 17 Sep, 2022 @ 5:40pm 
Micro Patch:
v2.0.0.5
retrotie  [author] 26 Aug, 2022 @ 7:24pm 
Update:
Code Cleanup
retrotie  [author] 23 Jul, 2022 @ 7:21am 
Update:
Moved mods to a different computer. Large update to ACT 2 of the Mystics series mods.
retrotie  [author] 26 Jun, 2022 @ 4:23pm 
Update:
Code Cleanup
retrotie  [author] 24 Jun, 2022 @ 7:50pm 
Epic Encounters

NOTE: Epic Encounters is no longer a dependency of this mod but the mod files need to exist on your machine for it to work. If you don't want EE2 combat overhaul, leave the Epic Encounters mod inactive.
retrotie  [author] 22 Jan, 2022 @ 6:53pm 
Small Update
retrotie  [author] 24 Oct, 2021 @ 3:40pm 
Had to make some work arounds for the start of Riverrun. When you first enter the farm village, and after the first few dialogs, there will be some background work being done. Give it about 10 seconds to complete after the original dialog "prologue" and the dialog with Turak.
retrotie  [author] 22 Oct, 2021 @ 9:21pm 
BugFix update.